#ifndef __HANDLER_CG_BATTLE_H__
#define __HANDLER_CG_BATTLE_H__

#pragma once

#include <PacketStruct.h>

class ServerSession;

class Handler_CG_BATTLE
{
public:
	Handler_CG_BATTLE();
	~Handler_CG_BATTLE();


	static VOID OnCG_BATTLE_PLAYER_ATTACK_SYN( ServerSession * pServerSession, MSG_BASE* pMsg, WORD wSize);
	static VOID OnCG_BATTLE_VKR_ATTACK_SYN( ServerSession * pServerSession, MSG_BASE* pMsg, WORD wSize);
	static VOID OnCG_BATTLE_P2O_ATTACK_SYN( ServerSession * pServerSession, MSG_BASE* pMsg, WORD wSize);
	static VOID OnCG_BATTLE_VKR_RELOAD_SYN( ServerSession * pServerSession, MSG_BASE* pMsg, WORD wSize);
};

#endif // __HANDLER_CG_BATTLE_H__